/Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h
UnHide the specified bone with name. Currently this just enforces a scale of 0 for the hidden bones. Compared to HideBoneByIndex- This keeps track of list of bones and update when LOD changes
void UnHideBoneByName ( [FName](API\Runtime\Core\UObject\FName) BoneName )